Santa do exist, and will give you 1 new naval unit.

What do you want to see in an advanced A&A game?
Share your thoughts... Contribute to the ultimate A&A game design.

What new naval unit do you fancy

Landing craft
Total votes: 23

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Santa do exist, and will give you 1 new naval unit.

Post by adlertag » Wed Dec 01, 2004 8:31 am

What new naval unit do you fancy ?

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Post by thoes426 » Wed Dec 01, 2004 12:01 pm

I'm a big naval fan myself, so the more ships i can command the better!

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Post by elbowmaster » Wed Dec 01, 2004 2:04 pm

we selected cruiser, we are hoping for a repricing of ships in the next version...cruiser seems to be the next step inbetween destroyer and battlewagon...the only thing, if its a 3/3 unit, does it really help much???

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Others to consider

Post by GROGnads » Mon Dec 06, 2004 6:21 pm

Yes, the DD would need to become a 2/2 with ASW, Torp Attack, Smokescreen, Bombardment
The 'CA'(Hvy. Cruiser) could Scout, Bombard, Torp Attack, Smoke
An entire NAVAL Battles w/manuever, Range, Ammo, Damages, Ship Cards
This is TOTAL 'A&A' we're talkin' bout. :wink:
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Post by Lobo » Fri Dec 10, 2004 6:58 pm

I'm gonna be a hog and demand three new naval units.....

The port isn't really a mold, just a printed spot on the game map (much like a pizza stain)

The cruiser is needed as a new piece between BB and DD

Landing craft are needed because of the specialized nature of amphibious warfare. Or as an alternative introduce combat loading for trannys so that they carry less into an amphibous assault.

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Post by Imperious leader » Fri Dec 10, 2004 7:46 pm

if santa can do this id pick cruiser, light carrier, and superbattleship in that order. naval plane cant qualify as naval unit
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.


naval units

Post by DaimlerBenz » Thu Jan 20, 2005 11:40 pm

The Navy thing is one I've done much mathematical thought on. (My background is in math by the way.)

1. The units that exist now cover the spread well, so to make room I feel the units as they are might need adjustment to allow for the new units. For instance, a cruiser doesn't "fit" when the destroyer is already 3/3. More on this later, after I make an observation for why a "cruiser" is sort of lame, AS THE GAME NOW STANDS, but things could be made differently...

2. ...which brings me to a related topic. Have you ever noticed how expert players avoid building ships, and really only do it as a "must", rather than as a strategy of outright naval aggression? I've discussed this with other seasoned players, and have put their input together to consturct a theory on this: The proportional cost of naval units to land units is so high, that it punishes you for building a navy. You lose too many land units in exchange for the floaters. If ALL naval units were across the board something like 20% cheaper, then suddenly we would have more of a naval theatre happening as well. For example, if a sub were made to cost 7, a battleship would then cost 21. The BB is still exactly 3 times more expensive, but now you might see just a few more subs and battleships getting built. There is something like a critical mass in this game, too, based on the cost of your cheapest casualties. On land it's 3, but in the sea it's 8. Because of this, the cost to replenish a depleted fleet is too punishing. The same goes with building a new one, when you know your first hit on your new baby fleet already costs you 8. The thing is, you need "soakers" to justify the eventual addition of capital ships.

So that leads me to my first wish to consider:

I. I would suggest taking all naval units down in price by around 20%, or roughly something like this:

Submarine: 6 or 7
Destroyer: 10
AC Carrier: 13 or 14
Battleship: 18 to 21

(The Transport I might leave at 8, as game play is already balanced for that cost, and cheaper would give an advantage to USA,Japan,and UK, making Germany and Russia weaker in comparison.)

Then I would put in a CHEAP unit, like the Frigate. This encourages naval replenishment and the entire naval theatre.

II. If different sided dice were used, an incredible amount of fine tuning could be done to the naval theatre. The cost in complexity is minimal, just fishing out the right dice, which because of shapes, then help you better identify which units made the hit. I know this idea might be shit-canned so I bring it up totally unconnected to the naval ideas above. But consider that on other dice, you can now have units that hit, not on a 1,2,3,4,5,6, but relatively speaking, you can make units that hit on a 1.5, 2.5, or 3.5, and so on. This makes all kinds of fine tuning to existing units, and also the addition of new units, possible. Hey, this is an advanced game. It doesn't take too much thought to figure out that a 7 on a 12-sided die is like a 3.5 on a 6 sided die.

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Post by Imperious leader » Fri Jan 21, 2005 1:33 am

Well to begin all the navy units are probably going down on price as per the initial discussions regarding prices and unit values on some of the first threads. We have allready embraced the d 12 dice system and will not be using any other types of dice. The reasons for this outlook are illucidated on the appropriate sections. I suspect that from what has been said battleships are looking at 20 IP depending if they get to hit twice and if the hits are counted as preemtive. Carriers at 14-16, cruisers at 10-12, destroyers at 6-8, submarines at 6-8, transports at 6-8. In general terms, each naval unit will cost generally 2 times as its corresponding land unit. I dont think this was planned but it looks good to get the idea. The amount of money each nation has will reflect the additional territories and thus will probably go up. So to summarize we get more money, and units go down in price. Also the cruiser is the perfect new naval unit. An escort is what a destroyer performs in fact they are called destroyer escorts . Cruisers are the middle ship between the destroyer and battleship that the game sorely lacks. So if we make some hypothetical values battleships say are at 8-8 and take 2 hits, cruisers are at 6-6 (one hit), destroyers at 3-3 or 2-2 , and subs at 2-2. They all plug in nicely.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

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